Using the Track View Editor

The Track View editor is the primary tool to create and manage cinematic sequences or
animation keyed events. Whether you want to generate cutscenes for games or create
a script
to trigger an animation, you can use the Track View editor to control cameras, component
entities, global variables within a level, and so on.

To open the Track View editor

Do one of the following:

In Lumberyard Editor, choose Tools, Track
View.

Press the shortcut T.

A sequence is a term that refers to the content generated
from the Track View editor for cutscenes or other canned animation triggers. When you
create a sequence, this creates a component entity within the level that stores all
of the
animation key data that you specified in the Track View editor.

To create a sequence

In the Track View editor, do one of the following:

Choose Sequences, New
Sequence.

Click the Add Sequence icon .

Enter a sequence name and click OK.

In the Entity Outliner, a component entity appears with the
same name as your created sequence. This component entity has a
Sequence component, which stores your sequence data from
the Track View editor.

Anything part of the sequence is considered a node. Nodes can be a
reference to existing component entities or added to a sequence such as a
Director node.

Each node can have one or more tracks, depending on what you want to animate. A
track is what displays animation keys on a timeline in relation to
the property that is animated on a node.